Items Vault 1.5.0

Bonuses at Level 10 1.5.10

Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10.
(you'll still have to be level 30 and meet all other requirements to use Prodigies, of course)

This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies.

Experience Controller 1.5.5

ExpController is an addon that lets you change the amount of experience you receive upon killing foes.THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.It works this way (there are two different modes inside):

When activated, start a New Game.

You will find under game options > gameplay, two new settings which can be set to two values:

1 (default) or 2 (flat).

The first settings is used to either choose how much "extra experience" you want to receive, either in a multiplicative mode (2x, 4x, 12x.. up to 50x)

The second one is "flat" (all enemies in the game will give you the same amount, that you choose).

If you don't touch any setting or set it ot "1", upon every kill you will receive the original (with 1-3% difference) experience from enemies of Tome4 game.

If you set it to any other number, it will increase the exp a number of time specified by your value.

If you set it to two (FLAT), reload the options menu (close and reopen or click on another tab) and you will find a second setting that can be set to any number (0-1000000).

In flat mode, this is the exp value every kill will grant you. If you set it to 1.000.000 in FLAT mode, you will reach lv50+ with a single kill of a lv1 white rat.If you set it to 0, you will never level up. Allowing you for a level 1 run or just some fun. You can change this setting any time at any place in the game, but beware that the new option will only take effect on future kills (its' not retroactive).

Update v3.0.0

Overhauled the code to improve performance.

In default (multiplicative) mode now you will receive a small amount of exp from enemies up to 10 levels LESS than you instead of 0 (45%, 75% or 95% of their exp value depending on your level difference).

In default (multiplicative) higher level enemies than you will give a 25% extra exp bonus.

In flat mode, you can now choose 1.000.000 to reach lv50+ with a single kill.

All the limitations I put for the infinite dungeon/arena in v2.0 of this mod have been repelled. You are now free to do as you want.

White Monk 1.5.10

Adds the White Monk, a warrior subclass.

The White Monk is an ascetic martial artist and healer, trained by the masters of their way in their secluded homeland. Monks are generally peaceful, and practice ancient healing arts using the power of their will. However, when their community is threatened, they can use their immense willpower to enhance their martial prowess, and defend themselves with deadly power. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon.

Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike all targets in a beam, cone, or ranged ball, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers.

Includes five new talent trees and incorporates trees from existing Warrior and Rogue classes.

Effective talent level: 0.0Use mode: PassiveDescription: You revel in the death of your foes, regaining 0.0 stamina with each death you cause.

Unending Frenzy

0/5

Celestial / Combat

1.30

Effective talent level: 2.6Use mode: SustainedSustain positive energy cost: 10Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (33% of a turn)Is: a spellDescription: Infuse your weapon with the power of the Sun, adding 4.2 light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee attacks will increase its power by 6.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
The damage dealt and shield bonus will increase with your Spellpower.

Weapon of Light

2/5

Effective talent level: 0.0Use mode: ActivatedPositive energy cost: 17.7Range: 4Cooldown: 6Travel Speed: instantaneousUsage Speed: Spell (33% of a turn)Is: a spellDescription: In a pure display of power, you project a ranged melee attack, doing 90% weapon damage.
If the target is outside of melee range, you have a chance to project a second attack against it for 26% weapon damage.
The second strike chance (which increases with distance) is -1.1% at range 2 and -1.1% at the maximum range of 4.
The range will increase with your Strength.

Effective talent level: 1.3Use mode: ActivatedPositive energy gain: 18.9Range: 7Cooldown: 9Travel Speed: instantaneousUsage Speed: Spell (33% of a turn)Is: a spellDescription: Calls forth a ray of light from the Sun, doing 14.1 Light damage to the target.
At level 3 the ray will be so intense it will also blind the target and everyone in a radius 2 around it for 2 turns.
The damage dealt will increase with your Spellpower.

Sun Ray

1/5

Effective talent level: 0.0Use mode: ActivatedPositive energy gain: 23.6Range: 57Cooldown: 15Travel Speed: instantaneousUsage Speed: Spell (33% of a turn)Is: a spellDescription: A path of sunlight appears in front of you for 5 turns. All foes standing inside take 0.5 Light damage per turn.
While standing in the path, your movement takes no time and can not trigger traps.
The damage done will increase with your Spellpower.

Path of the Sun

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by 0%.
Each time you crit with a physical attack or a spell you have -18% chance to gain Sun's Vengeance for 2 turns.
While affected by Sun's Vengeance, your Sun Ray will take no time to use and will deal 25% more damage.
If Sun Ray was on cooldown, the remaining turns are reduced by one instead.
This effect can only happen once per turn.

Sun's Vengeance

0/5

Effective talent level: 0.0Use mode: ActivatedPositive energy gain: 17.7Range: 10Fixed Cooldown: 15Travel Speed: instantaneousUsage Speed: Spell (33% of a turn)Is: a spellDescription: You wrap yourself in a cloak of sunlight that empowers your magic and protects you for 6 turns.
While the cloak is active, your spell casting speed is increased by 0%, your spell cooldowns are reduced by -5%, and you cannot take more than 98% of your maximum life from a single blow.
The effects will increase with your Spellpower.

Suncloak

0/5

Technique / Shield offense

1.10

Effective talent level: 0.0Use mode: ActivatedStamina cost: 9.4Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Shield (33% of a turn)Description: Hits the target with two shield strikes, doing 100% and 120% shield damage. If it hits a second time, it stuns the target for 1 turns.
The stun chance increases with your Accuracy and your Strength.

Shield Pummel

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Improves your ability to perform counterstrikes after blocks in the following ways:
Allows counterstrikes after incomplete blocks.
Increases the duration of the counterstrike debuff on attackers by 0 turn.
Increases the number of counterstrikes you can perform on a target while they're vulnerable by 0.
Increases the crit chance of counterstrikes by 10%. This increase scales with your Dexterity.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 18.9Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Weapon (33% of a turn)Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 70% weapon damage.
If you failed to move the damage is instead 35%.

Fearless Cleave

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 35.4Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (33% of a turn)Description: Spin around, extending your weapon and damaging all targets around you for 140% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 0% damage over 5 turns

Death Dance

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 29.5Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (33% of a turn)Description: Takes advantage of a wounded foe to perform a killing strike. This attack is an automatic critical hit that does 1.0% extra weapon damage for each % of life the target is below maximum.
(A victim with 30% remaining life (70% damaged) would take 170.0% weapon damage.)

Effective talent level: 0.0Use mode: ActivatedPositive energy gain: 23.6Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (33% of a turn)Is: a spellDescription: A magical zone of Sunlight appears around you, healing and shielding all within a radius of 2 for 1.12 per turn and increasing healing effects on everyone within by 2%. The effect lasts for 2 turns.
Existing damage shields will be added to instead of overwritten and have their duration set to 2 if it isn't higher.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
It also lights up the affected area.
The amount healed will increase with the Magic stat

Bathe in Light

0/5

Effective talent level: 0.0Use mode: ActivatedPositive energy gain: 23.6Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (33% of a turn)Is: a spellDescription: A protective shield forms around you that lasts for up to 10 turns and negates 14 damage.
The total damage the barrier can absorb will increase with your Spellpower.

Barrier

0/5

Effective talent level: 0.0Use mode: ActivatedPositive energy gain: 23.6Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (33% of a turn)Is: a spellDescription: Places you under the protection of a ray of sunlight. For 0 turns, the light removes a single negative effect from you every turn.

Providence

0/5

Celestial / Chants

1.30

Effective talent level: 1.3Use mode: PassiveDescription: You have learned to sing the praises of the Sun, in the form of three defensive Chants.
Chant of Fortitute: Increases your mental save by 7 and maximum life by 11%.
Chant of Fortress: Increases your physical save by 7, your physical resistance by 3%, your armour by 3 and your armour hardiness by 10%.
Chant of Resistance: Increases you spell save by 7, your fire/cold/lightning/acid resistances by 4% and reduces all damage that comes from distant enemies (3 spaces or more) by -16%.
You may only have one Chant active at a time.

Chant Acolyte

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Your Chants now bathe you in a cloak of light, which increases your stamina and mana regenerations by 0.04 per turn and does 0.33 light damage to anyone who hits you in melee.
These values scale with your Spellpower.

Chant Illuminate

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your skill at Chanting now extends the cloak of light, increasing your light radius by 0.
Also, when you start a new Chant, you will be cured of all cross-tier effects and cured of up to 0 debuffs.
Chant of Fortitude cures mental effects.
Chant of Fortress cures physical effects.
Chant of Resistance cures magical effects.

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 45Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Call upon the gift of the highborn to regenerate your body for 10 life every turn and increase healing mod by 10% for 10 turns.
The life healed will increase with your Willpower.

Gift of the Highborn

1/5

Effective talent level: 0.0Use mode: PassiveDescription: While Highers are not meant to rule other humans - and show no particular will to do so - they are frequently called to higher duties.
Their nature grants them better senses than other humans.
Increase blindness immunity by -1%, maximum sight range by 1, and increases existing infravision, and heightened senses range by 1.
At level 5 each time you hit a target you gain telepathy to all similar creatures in radius 15 for 5 turns.

Overseer of Nations

0/5

Effective talent level: 0.0Use mode: PassiveCooldown: 52Description: Highers were originally created during the Age of Allure by the human Conclave. They are imbued with magic at the very core of their being.
Increase spell save by +0 and arcane resistance by 0%.
Also when you cast a spell dealing damage, you gain a 20% bonus to the damage type for 5 turns. (This effect has a cooldown.)

Born into Magic

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 53Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Activate some of your inner magic, using it to power your abilities. For the next -1 turns, all active talents will be used without resource cost.
Your resources must still be high enough to initially power the talent, and failure rates (etc.) still apply.

Effective talent level: 2.2Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 5, Armour hardiness by 29%, and reduces chance to be critically hit by 6% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

2/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Inventory

healing infusion (heal 50)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 1

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.